Character location instead of camera angle

Starting in a first person project, I created a actor that would spawn on a button press from the firstPersonCharacter
Is there a way to not use the camera’s z axis, but instead use the players feet? I would rather use the players feet for all of the locational data for this instance if possible.

I think getting your characters world location will automatically give you the pivot, which is at the feet. If not, and the pivot is at the character center, you can just measure the amount (it is in centimeters) offset the z downward (minus) by this amount. …

To get the camera rotation (which may very well be different from the control rotation) you can use the Get Player Camera Manager node then the Get Camera node then Get Rotation

I don’t see you using the camera at all in there

I think getting your characters world location will automatically give you the pivot, which is at the feet. If not, and the pivot is at the character center, you can just measure the amount (it is in centimeters) offset the z downward (minus) by this amount. …

To get the camera rotation (which may very well be different from the control rotation) you can use the Get Player Camera Manager node then the Get Camera node then Get Rotation

get world location and get actor location return the same thing. they both also do not change depending on the height of my aim so an offset I don’t believe will work

The rotation has no effect on this, so for right now I just removed the connections.

me looking up

me looking down

either do I so why is it taking that into account?

Figured it out. Get control rotation pitch needed to not be modified by the forward vector. Thanks.

Figured it out. Get control rotation pitch needed to not be modified by the forward vector.